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Stronghold: Invasions » May your god go with you

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May your god go with you

Author File Description
File Details
Map Size: 400x400 (Large)
Difficulty: Hard
Made with version: 1.1
Read the story carefully. Each character will tell you something about how to succeed in the game.

May your god go with you:

It is the year of Our Lord 1493. The King has given you a mission in the New World. His words still ring in your ears: You are to colonise and hold the lands North of the Great River beneath the mountains of Adam's Divide. It is to be expected that your presence there will be challenged. Indeed one purpose of your mission is to form a bulwark against the rapidly encroaching expansion of the heretic, El Negro (You know him better as The Wolf!). Wherever you find his men they are to be put to the sword. Indeed you are to lure him and his Diabolical forces to battle and defeat him in the name of our Lord and all that is Holy. Remember - We expected Our subjects to be God-fearing and obedient. Let there be no doubt that the King's writ holds sway in these new lands! Go forth and pacify!

The King's Archbishop, The Very Reverend Twist-Endshout, briefed you as you backed, deferentially, away from His Majesty: "My Son. Our missionary monks have preceded you. Many of the local tribes have seen the wisdom of the ways of our church. Indeed some may be persuaded to take up the good fight with you against the Heretic if they feel that our colony follows the path of righteousness. And if you come across any heathen, unbelieving, barbarian, tribesmen you know what the King expects to be done with them..."

The King's Chancellor, Sir Swindle-Twist, briefed you before you left. "Your Lordship. You are to exploit the resources of the King's new lands. In addition, The King's emissaries have made contact with the natives of our colonies and they are willing to trade. As such His Majesty expects iron for our industry and gold for the royal coffers. The Navy Ships Bonds mature in April 1523 so you must be ready with your contribution shortly before then. However, we shall want regular financial reports. Understood? If things go well the King's Colonial Troupe of players might visit. That will be fun won't it?", he said raising a sceptical eyebrow.

The King's Minister of War, Sir Ralf Pomposby-Stander, also briefed you. "Now look here old chum, what! These native Johnnies might well come in handy but be careful what you hand out to them, what! It wouldn't do for 'em to get their hands on any crossbows, armour and whatnot. Eh? Or we might have the Devil's own job dealing with 'em if we ever got on the wrong side of 'em, what! So don't expect any supplies of that type to come your way when the boats stop by. We just won't risk it, what! You understand don't you? There's a good chap, what! By the way, I've seen to it you will have what it takes to erect your colonial HQ but it is up to you to secure His Majesty's subjects promptly inside a suitable stockade. It wouldn't do to have word get round that our colonists are not safe in the new lands. It might also impress the natives, what! And mind out for the wolves. If you were to let your colonists perish you would surely lose the King's favour, what!

The King's Jester, Dave, then briefed you: "Now then your Lordship. Aaarhghh!" You cut him of with a swift cuff round the right ear. "That is QUITE enough briefings, thank you!" you sneer as you stride purposefully out of the court. As the door swings shut behind you, you hear the Jester's Parthian shot: "Goodnight your Lordship. And may your god go with you!"

"Goodnight. And may your god go with you."
[Dave Allen, Comedian. 1975ish]

- - - - - - - - - - - - - - - - - - - - - - - - -
I would rate this as difficulty rating: Hard. I would recommend that you play this first on Normal.

The following note gives some small things away about the game play of this scenario but not much. However, you might wish to "Look away now" at least until after you have played it once.

About this scenario: -
I made this scenario because I like place-your-keep type scenarios. In some ways it is similar to my other submitted scenario ("Lost World"). The story helps to justify the existence of what is an untouched, forested, wilderness. There are resources to make a seriously strong settlement. It has only one signpost and I have made sure that the enemy cannot enter from any other part of the map other than adjacent to the signpost. I have tried to prevent the building of towers overlooking the signpost so that the player cannot massacre the enemy while he stands about dithering. (I have not sought independent play testing, so it is possible someone might get round this aspect of the map.) I have spent a lot more time fine-tuning the invasions and the economic goals in this scenario than I did for "Lost World". I also spent much more time on the terrain. I have tried to make the landscape look realistic where this does not interfere with game play. There are game play reasons why each part of it is the way it is. However, if there is anything seriously wrong with this scenario please post a comment or email me and I can put it right.

I hope you have as much fun playing it as I had creating it and testing it :-)
I welcome reviews and comments. I would love to see where players place their keep. If you enjoyed the game please email me a screenshot which includes the overview minimap at the bottom of the player screen. My email address is david(at)egss(dot) .

"Fixing Lazy Invasion Forces" an article at
Submitted by Aubergine, Brave_Sir_Robin, Jalis, Earl_Listibald, Talos_911, UnikUnok, SimRPGplayer, GeneralMatthew, Dragonheart_Killer
( I found this article particularly useful.

EDIT - 01:20hrs GMT 28th July 2006-07-28
Spotted an problem with the lord: he was not there. Story was altered while a fix was sought.

EDIT - 22:17hrs GMT 28th July 2006
Lord restored. Story returned to original form. Apologies to the first 39 downloaders if they found the game with no lord lacked something. The new zip file ends v3. Thank you to those who helped with the fix.

EDIT - 21:32hrs GMT 2nd Aug 2006
After reading some advice that in-game stories, ideally, should stand alone, I have adjusted the story in the map to reflect the main facts from the "briefings" that the player needs to know. DLs after 72 will get this. The new zip ends v4.

Maps by ericgolf:- The New World series: 1. May your god go with you (This map) 2. Little Keep on the Prairie 3. La Muerte Negra 4. La Muerte Negra (Eco) 5. Mined Over Matter. Also: my first map:Lost World

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AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
File Author
Thank you, Alexus, for your most complimentary review :-)

You are right about the dirt: I was playing Duc de Noisiel's "Zealot Lord mission" map last night (I am only half way through). He had dirt on his valley floor and I was thinking that I should have done that in my map. It looked good.

You mentioned that not all the flat land was needed. Once he has placed his keep, it is true that the player does not need all the flat land. But... Well, for a place your keep scenario to truly offer the full satisfaction of that genre it must offer a choice of locations for the keep. If the player was to have the option of placing his keep up high then he would need enough flat land nearby to support the economy he must build to succeed. And if he placed his keep down low then... (My working title was "You take the high road...") I was determined that the player would have true choices of keep placement. So I agree that the map contains about twice as much flat land as is needed to support a victory on the harder settings.

I could have done more to make the flat land more attractive once it was cleared. I used bushes but not dirt. Rocks were out on the valley floor as it was supposed to be a flood plain but they might have been useful on the high ground. I need to look at more maps where large quantities of flat land is provided for the player to use and see what other map makers do to pretty up their flat land. Any pointers will be welcome.

[Edited on 08/09/06 @ 11:44 AM]

Duc de Noisiel Alexus, I can send you a save of a game at mid-time and see what you can do with it... ;)
That might give you an idea...

Edit: If I don't play it on Very Hard, it's too easy. Though I must say I do not succeed at this level with every map. But I try. For example, I can't beat Carreg Cennen... ;)

Edit Bis: Eric du Golf [;)], I have been thinking of updating two of my maps and it's one of them. I will do so in a little while. I think the one you mention is way too easy... I will modify the events and invasions and add a time limit.

[Edited on 08/09/06 @ 02:34 PM]

File Author
Duc de Noisiel, I beat your "Zealed Lord mission" scenario on hard today :-) And now you are going to change it ! Does that mean my fight was all for nothing? ;-) I had fun! I will email you to let you know how I got on :-)

El Golf
Map Design4.5
So, this is the first map. Playing on it was, according to my memory, very hard.

Playability: 4.5
The first time I tried to win, I lost very briefly, the first assault percing my poor defense and killing my Lord. The second attempt was better. We can't put the keep anywhere, so I chose a strategic place, where I wasn't disturbed by the bandits, only by some wolves, and of course by the enemies. They come very quickly, obliging yourself to make quickly a lot and lot of troops. Moreover, we begin the game withtout a lot of resources, a fact which makes the map even harder. The important number of trees is the first difficulty of the map : we must cut themselves quickly in order to create farms or buildings...

Balance: 4
The objectives are varied, obliging yourself to make a lot of buildings without having a high population, because of blessed people. However, the majhor problem was for me the iron. I don't know really why, but my workers weren't efficient. When the last assault form the enemies came, I had only 10 Iron in my stockpile. Of course, the enemies destory all the iron mine, but it's not the only reason. I think wolves are the explanation. Anyway, the mad is very hard, recommended for very good players. I was like Duc de Noisiel : no rest during the map. Otherwise, I think the design of the map suggests a choice between a development on the sterile heights, or in the lands full of trees. A good idea.

Creativity: 3.5
Basically, the objectives aren't especially. Collecting some gold, some stone, and having blessed people are usual objectives. Even if the map is difficult, it's not this difficulty which make exceptional the game. The idea of separating the map in two is a great idea, giving to the Player the choice. I think the must is to play in the lands, and to try again (if we are crazy) on the heights.

Map Design: 4.5
The map is very beautiful. The rivers on the south make me think to claws. On the minimap, I was intrigued by the separation heights/lands. What is good is that you put the resources of stone or iron in the heights ; it's more realistic. The design of the map is beautiful, and contributes to the playability of the map.

Story/Instructions: 5
A nice and developed story to introduce the map

Additional Comments:
In a word, a great work for a great map !
Sarariman You start this mission with nine units of wood. This isn't enough to build a barracks and armory for when a bunch of wolves attack. Can anyone say how you're supposed to commence this mission?
File Author
Ask yourself "well.. what can I build with *exactly* 9 planks of wood?" I think there is only one answer to that question. So build those 3 things immediately then look again at how much wood you have after a short time :)
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